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Article: Crafting a Captivating Story Grounded in Authenticity

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  • Article: Crafting a Captivating Story Grounded in Authenticity

    Battlefield 3 is a new way for DICE to tell a story. Read on for a personal post from Lead Designer David Goldfarb and his take on how to craft a captivating single player campaign -- one that forgoes the fantastic in favor of the grim and the authentic.



    If there’s one thing I’m proud of above all else in Battlefield 3, it’s the tone of the game.



    Tone is vibe. It's style. It's a feeling. It's why The Dark Knight is awesome and the 60s Batman is not, the difference between Saving Private Ryan and Hogan's Heroes. It's one of those things which, if you do it right, affects everything. More than anything else in Battlefield 3's single player story, this is where we set out to do something different.


    Battlefield 3 goes much closer to contemporary reality and current events than previous games in the series. We’re depicting a war and everything that suggests. We have tried to get closer to the slang of the modern warrior. We are mixing tension-building passages with the chaos of suddenly erupting firefights. We’ve sought to keep the game feeling as plausible as possible, because the moment the audience stops believing it could happen, then you’re just like every other shooter.



    "We’re depicting a war and everything that suggests"



    We loved making Battlefield: Bad Company and Bad Company 2. They were great fun, they had their own theme, they were light hearted. In essence, they were adventure flicks. Indiana Jones with an assault rifle. But with Battlefield 3, we knew we had to really divorce ourselves from those characters and those themes. We had to go somewhere else and do something different and push a different set of buttons. We're telling a war story now, and that means it needs to feel credible, it needs to feel contemporary, and it needs to connect with things and emotions that we have never really tried or had the means to properly connect to before.



    The non-linear story in Battlefield 3 is told by way of a frame narrative where U.S. Marines Staff Sgt. Henry "Black" Blackburn is being interrogated about recent world-shaking events. What the player actually plays are Black's recollections of the events where a new threat known as the PLR caused him to be involved in military joint operation all across the globe.




    As the single player campaign takes players from Paris and New York to the dustbowl of the Tehran desert and beyond, they will also walk in the shoes of several different characters from different branches of the Armed Forces. Each playable character in Battlefield 3 allows the player to obtain his (or her) own perspective of the chaotic events that transpire, giving us the opportunity to explore the human psyche and what it means to be human.



    One thing about DICE games is we do care about characters. This was true for Bad Company and it's true now. We put them in challenging situations. We ask them questions. In Battlefield 3, we ask: ‘What would you really do for your country?’. U.S. Marine Blackburn's answer might be different from another character's. It might be the same. We've tried to put our people in contexts where they make emotionally valid choices. Playing all of the different characters and first-hand experiencing their situations and methods leads to a stronger, more emotional, and more immersive experience in the single player campaign.



    We're making a different game than we've ever made before. It's scary. It's bigger in scale and bigger in drama. The tone hits closer to home, is tougher and more raw than we've ever done before. But the values, I think, caring about the people next to you, the people you meet, the people you play. That's a constant for us.


    -David Goldfarb, Lead Writer & Lead Designer, single player

    Source

  • #2
    Re: Article: Crafting a Captivating Story Grounded in Authenticity

    Sounds pretty good. I lol'd at "Non-linear" gameplay though.

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    • #3
      Well it is quite hard, if not impossible, to make SP non-linear. If you want to tell a story you have to be linear.BF1942 and BF2 were sandbox games and basically the SP part was just MP-maps scaled down. Not very interesting except were you looking for a place to practice flying.I just wonder what they mean with different characters. Are we going more RPG (Not Rocket Propelled granade ) with a set of skills including psychological ones were each class acts differently towards different situations. Like when being under suppressive fire. Will characters deppending on their class either go into chock during fire or will they be less affected depending on their class?A sniper not acustomed to heavy fighting would react differently when under direct fire as opposed to the asssault class who are used to being under fire. Turning more slowly or aiming worse or something else.That would add a completely different level to FPS.

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      • #4
        Re: Article: Crafting a Captivating Story Grounded in Authenticity

        Originally posted by eradicator8
        Well it is quite hard, if not impossible, to make SP non-linear. If you want to tell a story you have to be linear.BF1942 and BF2 were sandbox games and basically the SP part was just MP-maps scaled down. Not very interesting except were you looking for a place to practice flying.I just wonder what they mean with different characters. Are we going more RPG (Not Rocket Propelled granade ) with a set of skills including psychological ones were each class acts differently towards different situations. Like when being under suppressive fire. Will characters deppending on their class either go into chock during fire or will they be less affected depending on their class?A sniper not acustomed to heavy fighting would react differently when under direct fire as opposed to the asssault class who are used to being under fire. Turning more slowly or aiming worse or something else.That would add a completely different level to FPS.
        That sounds very good! Very interesting idea

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        • #5
          Re: Article: Crafting a Captivating Story Grounded in Authenticity

          Well it is quite hard, if not impossible, to make SP non-linear.
          Depends on what you consider "linear". They probably see this as a jab at COD, which is basically a straight up corridor shooter. Bland and boring in it's SP. Then again, Bad Company 2 SP was just as much of a corridor shooter. Travel from point A to B, kill 7 enemies to progress.

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          • #6
            My point exactly.To tell a story you have to go from A to B. What happens in between is quite indifferent, you still end up at B.In a book you start at page 1 and end up on the last page. You do not stop 30 pages short.I remember back in my youth (damn i´m old) some adventure books ala D&D where you had to make decissions if you wanted A, B or C and then you jumped to different pages in the book and depending on what you chose you either progressed or not. But the story was basically the same either way.It is like Crysis. You can go gong-ho blow everything up or sneaky sneaky grab them all but in the end of the day you would still end up at B.So how could you tell a story that is non-linear?

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            • #7
              Re: Article: Crafting a Captivating Story Grounded in Authenticity

              What if they had each map as big(or bigger) than the multiplayer maps and you had the player start at point A. Than you had several points on the map that they needed to go to or not go to, depending on if the objectives were cleared than shaped the rest of the story.

              Like if, for example, one of the objectives would be to sneak into a power station and blow it up or something, if you succeed than the enemy forces would be severely limited in some way, or even pull out of the area completely. But if you bypass the power station and go to another objective operations would still be ongoing there and you'd have to shut them down than move on to point C. But say you didn't shut down the power station and couldn't stop the operation at point B than Point C would be completely different than if you had. Like The enemy would have built up there army and invaded....I dont know Germany. So Point C would take you to Germany to deal with that new threat. But if you had taken out The operation at Point B than they wouldn't have the means to get into Germany and stay small and relatively unknown and you'd be able to crush them easier, or maybe they just disappear completely and you'd face an entirely different threat....

              I dunno.....SP doesn't have to be linear its just a hell of alot easier lol

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              • #8
                Re: Article: Crafting a Captivating Story Grounded in Authenticity

                Originally posted by eradicator8
                how could you tell a story that is non-linear?
                There are so many ways I could go on for hours but here's a few short examples. You could give the player two objectives when there's only time for one. By saving hostages he might not be ambushing a convoy that has officers in it. The hostages might have some intel to help you complete other objectives, or by killing the officers you'd cut the head off the snake but get political issues affecting the war because you let the hostages die.

                The possibilities are endless and I only barely scratched the surface. A good non-linear SP would take valuable time away from making an awesome MP though, as the resources making the different missions depending on which path you take could be used to make more MP maps, and other features.

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                • #9
                  Re: Article: Crafting a Captivating Story Grounded in Authenticity

                  It's what they're trying to make with Arma 3, an open non-linear single-player campaign (if I remember right you can side with several factions).

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